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PENERAPAN MODEL ASSURE BERBANTUAN MEDIA AUDIO-VISUAL TERHADAP HASIL BELAJAR INFORMATIKA DI MTs MUHAMMADIYAH 20 NATAL Suha Maisaroh; Liza Efriyanti; Sarwo Derta; Riri Okra
KOLONI Vol. 1 No. 3 (2022): SEPTEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (573.173 KB) | DOI: 10.31004/koloni.v1i3.243

Abstract

This research is motivated by the use of a direct-based learning model to be a learning model commonly used by an educator in the teaching and learning process. This learning model approach to learning is still teacher-centered so that students who tend to learn and learn become students in teaching and learning activities carried out in schools. With this, researchers take advantage of technological developments that cannot be separated from society, especially students, namely the use of technology (mobile phones). One of them is by applying the ASSURE model assisted by audio-visual media in learning. The type of research used by the author is quantitative research with experimental methods. The research design used is Posttest-Only Control Group Design. The sample of this study were students of class VII in MTs. Muhammadiyah 20 Christmas. The data collection technique used is the Posttest test. The data analysis technique used is a prerequisite test consisting of a normality test and linearity test and hypothesis testing. Informatics subjects as seen from the results of the Posttest in both the control class and the experimental class. With the application of the ASSURE model assisted by audio-visual media in the experimental class, the average value of 80.90 was obtained which resulted in a higher effect than the application of the conventional model which had an average of 44.66 in the control class. Keywords: Learning Model, ASSURE Model, Informatics.
PENERAPAN APLIKASI ARCGIS DALAM PEMBUATAN PETA TOPOGRAFI PADA PENDIDIKAN NAVIGASI DARAT MPA JAMARSINGSIA IAIN BUKITTINGGI Ilham Rosia; Sarwo Derta; Liza Efriyanti; Riri Okra
KOLONI Vol. 1 No. 3 (2022): SEPTEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (786.565 KB) | DOI: 10.31004/koloni.v1i3.255

Abstract

The background of the author discusses the title because MPA Jamarsingsia in field practice still uses one topographic map simultaneously and the coverage area is quite wide, with the lack of field practice equipment causing difficulties for members and instructors in carrying out land navigation field education. The main issue that the authors study in the research in this thesis is how to design a topographic map using the ArcGIS application that is able to produce contour lines precisely and accurately. The general objective to be achieved in this research is to determine the design of a topographic map using the ArcGIS application that is able to produce precise and accurate contours. This research is a research with the RnD (Research and Development) method with the research method used to produce a particular product and test the effectiveness of a product. This RnD research uses the Luther-Sutopo version of the multimedia development model. The stages in Luther-Sutopo's research are concept (conception), design (design), Material collecting (data collection), assembly (manufacture), testing (testing), and distribution (distribution). This study produced a topographic map of Ngarai Sianok with a scale of 1:6000 and a 10-meter interval between contour lines and a topographic map of the IAIN Bukittinggi area with a scale of 1:500 and an interval between contour lines of 5 meters for media in Land Navigation Education MPA Jamarsingsia. Based on the results of the validity, practicality and effectiveness test, it is stated that the topographic map that the author designed in this study was declared very valid with an average value of 0.92, very practical with an average value of 0.96 and very effective with an average value of 0.79 . Keywords: ArcGIS Applications, Topographic Maps, Land Navigation Keywords: ArcGIS Applications, Topographic Maps, Land Navigation
PERANCANGAN MEDIA PEMBELAJARAN FIKIH BERBASIS AUGMENTED REALITY DI MTsN 06 AGAM Resnawita; Sarwo Derta; Liza Efriyanti; Supriadi
KOLONI Vol. 1 No. 4 (2022): DESEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (486.747 KB) | DOI: 10.31004/koloni.v1i4.295

Abstract

This study aims to make it easier for teachers to carry out fiqh lessons for class VII at MTsN 06 Agam. The research method used is the development (Research and Development). By using the Luther Sutopo version of the development model which consists of 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The product test used in this study is a test of validity, practicality and effectiveness. Based on the results of the research that has been done, it can be concluded that the resulting application can be utilized and feasible. So the learning media on Augmented Reality-based fiqh subjects that the author has designed has been said to be practical and helpful in the teaching and learning process. Keywords: Based Learning, Fiqh, Augmented Reality
DESAIN MEDIA PEMBELAJARAN INTERAKTIF MATA PELAJARAN IPA UNTUK ANAK TUNAGRAHITA RINGAN KELAS VIII DI SLB AMANAH BUNDA SITAPUNG NAGARI BALAI GURAH KECAMATAN AMPEK ANGKEK AGAM Qadisa awdidia Elbazs; Sarwo Derta; Liza Efriyanti; Khairuddin Khairuddin
PENA KREATIF : JURNAL PENDIDIKAN Vol 11, No 2 (2022): Pena Kreatif : Jurnal Pendidikan
Publisher : FKIP UM Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29406/jpk.v11i2.3903

Abstract

Sekolah luar biasa (SLB) adalah sekolah khusus bagi anak yang kesulitan dalam mengikuti pembelajaran baik karena kelainan fisik, emosi ataupun mental. Di Sekolah Luar Biasa (SLB) Amanah Bunda Sitapung media pembelajaran masih konvensional dan manual pada semua bahan ajar. Berbagai masalah disebabkan oleh media manual seperti potongan kertas, poster, atau benda yang dapat disentuh secara langsung. Namun penggunaan media tersebut terkadang membuat peserta didik merasa bosan. Dari permasalahan yang ditemukan,peneliti memberikan solusi dengan medesain media pembelajaran interaktif pada mata pelajaran IPA mengenai pertumbuhan dan perkembangan pada manusia khususnya ciri-ciri fisik laki-laki dan perempuan pada masa pubertas untuk anak Tugrahita dengan aplikasi Tellagami. Hasil desain media pembejaran interaktif berupa video. Proses manufaktur dimulai dari pengumpulan bahan, perakitan (assembly), penggandaan dan penggandaan (distribusi), penyebaran (disseminating), dan terakhir pengujian produk. Metode yang digunakan adalah metode pengembangan RnD Versi 4-D yang terdiri dari: define, design, develop, desseminate dengan model pengembangan Multimedia Luther-Sutopo. Hasil penelitian media pembelajaran Interaktif pada mata pelajaran IPA mendapatkan nilai uji validitas rata-rata 0,80 dengan kriteria sangat valid, uji kepraktisan nilai rata-rata 0,89 dengan kriteria sangat tinggi, dan uji efektivitas nilai rata-rata 0,80 dengan kriteria sangat efektif. Berdasarkan hasil pengujian produk maka media pembelajaran IPA anak tunagrahita dengan menggunakan aplikasi Tellagami valid, praktis, efektif serta dapat mempermudah peserta didik dalam proses pembelajaran.
PERANCANGAN APLIKASI VIDTORGA PADA MATAPELAJARAN PJOK KELAS X DI SMKN 1 AMPEK ANGKEK Saidhi, Ridwan; Derta, Sarwo; Musril, Hari Antoni; Okra, Riri
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1004

Abstract

Penelitian ini dilatar belakangi oleh berbagai masalah yang ditemukan penulis seperti media pembelajaran pada mata pelajaran Pendidikan jasmani olahraga kesehatan (PJOK) yang digunakan saat ini sukar dipahami penggunaannya oleh siswa. Penelitian perancangan aplikasi Vidtorga pada mata pelajaran Pendidikan jasmani olahraga kesehatan (PJOK) di SMKN 1 Ampek Angkek. Jenis penelitian yang penulis gunakan adalah penelitian Penelitian dan Pengembangan (Research and Development) dengan Model pengembangan sistemnya menggunakan system development life cycle (SDLC) dengan menerapkan mode waterfall (Presman, 2015). Terdiri dari communication, planning, model, construction, deployment. Hasil dari penelitian aplikasi Vidtorga pada mata pelajaran Pendidikan Jasmani dan kesehatan (PJOK) di SMKN 1 Ampek Angkek yang dapat digunakan untuk mempermudah guru dan siswa dalam proses pembelajaran Olahraga secara teoritis. Hasil uji produk yang penulis lakukan memperoleh uji validitas dengan rata-rata nilai 0,71 yaitu valid, uji praktikalitas penulis mendapatkan rata-rata 0.86 dengan kepraktisan sangat tinggi, dan pada uji efektivitas penulis mendapatkan rata-rata nilai 0.88. sehingga dapat dikatakan bahwa aplikasi Vidtorga Valid, Praktis dan Efektiv
Perancangan Website Eduji Menggunakan CMS Wordpress Rahmah, Zakia; Derta, Sarwo; Antoni Musril, Hari; Okra, Riri
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 1 No. 2 (2022): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.487 KB) | DOI: 10.57255/intellect.v1i2.206

Abstract

Penelitian dilatar belakangi data hasil Survei Sosial Ekonomi Nasional (SUSENAS) oleh Badan Pusat Statistik (BPS) 2018 yang menyebutkan sebanyak 58,57% Muslim di Indonesia belum bisa baca Al-Qur’an. Selanjutnya, hasil Riset Institut Ilmu Al-Qur’an (IIQ) 2018 menyimpulkan 65% Muslim di Indonesia mengalami buta aksara Al-Qur’an. Hasil observasi, wawancara serta pengalaman peneliti di MDTA Mesjid Jami’ Kapalo Baringin menguraikan bahwa proses belajar mengajar di MDTA masih konvensional serta guru belum menggunakan media pembelajaran yang bervariasi. Jenis penelitian yang digunakan dalam Perancangan Website Eduji Menggunakan WordPress, yaitu jenis penelitian Research and Development (R&D) dengan model pengembangan Waterfall Pressman 2015. Tahapan yang dilakukan, yaitu Communication, Planning, Modeling, Construction dan Deployment. Setelah perancangan selesai, pengujian produk yang dilakukan di antaranya validitas produk oleh 2 validator dan validitas konten oleh 1 validator menggunakan rumus Statistik Aiken’s V, uji praktikalitas produk oleh 3 guru MDTA menggunakan rumus Purwanto dan uji efektivitas produk oleh 2 siswi MDTA menggunakan rumus G-Score. Produk diuji oleh beberapa penguji dengan hasil rata-rata validitas produk bernilai 0,83 sehingga produk dikategorikan valid. Hasil validitas konten bernilai 0,71 sehingga konten produk dikategorikan valid. Hasil rata-rata uji praktikalitas produk bernilai 91% sehingga produk dikategorikan sangat praktis. Hasil rata-rata uji efektivitas produk bernilai 0,75 sehingga produk dikategorikan memiliki efektivitas tinggi. Saran yang diberikan guna pengembangan website, yaitu penambahan materi serta audio, terdapat forum diskusi untuk berbagi ilmu baik dari guru ke siswa maupun antar siswa dan pengembangan tipe kuis sehingga dapat mengoptimalkan pengukuran kemampuan siswa. Abstract The research was motivated by data from the 2018 National Socioeconomic Survey (SUSENAS) by the Central Statistics Agency (BPS) which stated that 58.57% of Muslims in Indonesia could not read the Koran. Furthermore, the results of the 2018 Research Institute for the Science of the Qur'an (IIQ) concluded that 65% of Muslims in Indonesia are illiterate in the Qur'an. The results of observations, interviews and the experiences of researchers at MDTA Mesjid Jami' Kapalo Baringin describe that the teaching and learning process at MDTA is still conventional and teachers have not used a variety of learning media. The type of research used in Eduji Website Design Using WordPress is Research and Development (R&D) with the Waterfall Pressman 2015 development model. The stages carried out are Communication, Planning, Modeling, Construction and Deployment. After the design is complete, product testing is carried out including product validity by 2 validators and content validity by 1 validator using the Aiken's V Statistics formula, product practicality testing by 3 MDTA teachers using the Purwanto formula and product effectiveness testing by 2 MDTA students using the G-Score formula . The product was tested by several examiners with an average product validity value of 0.83 so that the product is categorized as valid. The result of content validity is 0.71 so that the product content is categorized as valid. The average product practicality test result is 91% so that the product is categorized as very practical. The average result of the product effectiveness test is 0.75 so that the product is categorized as having high effectiveness. Suggestions given for website development, namely the addition of material and audio, there are discussion forums for sharing knowledge both from teacher to student and between students and developing quiz types so as to optimize the measurement of student abilities.
Perancangan Sistem Informasi Praktik Kerja Lapangan (PKL) di SMK Darul Ulum Muara Kiawai Pasaman Barat Aiman, Umul; Derta, Sarwo; Supriadi, Supriadi; Musri, Hari Antoni
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 2 No. 1 (2023): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v2i1.225

Abstract

Artikel ini dilatarbelakangi persoalan pendataan untuk kegiatan PKL di SMK Darul Ulum Muara Kiawai masih dilakukan secara manual, pihak sekolah dalam menyampaikan informasi terkait PKL masih dilakukan secara lisan dan hanya mengandalkan kertas pengumuman sehingga menyulitkan peserta didik yang berdomisili jauh dari sekolah dalam menerima informasi. Akibatnya informasi yang diterima peserta didik menjadi kurang meluas dan kurang efisien. Penempatan siswa PKL yang tidak sesuai kompetensi serta keterlambatan dalam pengumpulan laporan PKL juga merupakan salah satu akibat dari penggunaan sistem yang masih manual. Tujuan penelitian ini untuk merancang sebauh sistem informasi praktik kerja lapangan (PKL) di SMK Darul Ulum Muara Kiawai Pasaman Barat yang valid, praktis dan efektif. Metode penelitian yang digunakan adalah R&D (Research & Development) dengan model pengembangan SDLC (System Develop Life Cycle). Berdasarkan pada penelitian yang telah dilakukan, peneliti berhasil merancang SisfoPKL di SMK Darul Ulum Muara Kiawai. Hasil pengujian validitas yang dilaksanakan oleh ahli komputer dinyatakan bahwa produk valid dengan nilai 0,85. Hasil pengujian praktikalitas yang dilaksanakan oleh Staf sekolah dan guru pembimbing PKL dinyatakan bahwa produk praktis dengan nilai 0,85. Hasil pengujian efektifitas yang dilakukan oleh 2 guru pembimbing PKL, 1 staf sekolah dan 16 orang siswa dinyatakan bahwa produk efektif dengan nilai 0,83. Abstract This research is based on the need for a PKL information system at Darul Ulum Muara Kiawai Vocational School, where the school does not yet have an information system capable of loading data and information related to PKL activities. So far, the school conveys information related to street vendors, which is still done orally and only relies on announcement paper, making it difficult for students who live far from school to receive information, as a result, the information received by students becomes less widespread and less efficient. Placement of students who do not match competence and delays in collecting street vendor reports are also one of the consequences of the absence of an information system that is able to accommodate data and information related to street vendor activities. The research method used is R&D (Research & Development), which is a research method that is useful for producing a product. The system development model in this study is the SDLC (System Develop Life Cycle) with the application of the Waterfall model with several stages such as communication, planning, modeling, construction and testing. Based on the research that has been done, the researchers succeeded in designing a SisfoPKL at Darul Ulum Muara Kiawai Vocational School. The results of the validity test carried out by computer experts stated that the product was valid with a value of 0.85. The results of practicality testing carried out by school staff and street vendors supervising teachers stated that the product was practical with a value of 0.85. The results of the effectiveness test conducted by 2 PKL supervising teachers, 1 school staff and 16 students stated that the product was effective with a value of 0.83.
Perancangan Media Pembelajaran Informatika Menggunakan Thunkable Defrian, Fauzi Risna; Okra, Riri; Derta, Sarwo; Musril, Hari Antoni; Yuspita, Yulifda Elin
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 2 No. 2 (2023): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v2i1.264

Abstract

This article aims to produce an informatics learning media at SMPN 2 Ampek Angkek, this problem stems from the fact that in the learning process teachers in explaining teaching material still use manual/non-computerized media such as using books and blackboards, this has an impact on the learning atmosphere of students feeling bored and not focused on studying. Therefore, computerized learning media is needed that can be used during the learning process. This research model is research and development (Research and Development) with the development model framework used being 4 D. This research produces learning media applications that can be used by teachers and students in application-based growth and development experiences via Android. The validation test carried out by 4 experts got a final score of 0.8 with valid results, the results of the practicality test from 1 expert got a final score of 0.9 with a very high class and the results of the item effectiveness test from 15 students got a score of 0.8 with high feasibility classification. From the results of this research, the learning media that has been designed has been tested for its validity, practicality and effectiveness, and this learning media application can be used by teachers and students in the informatics learning process. Abstrak Artikel ini bertujuan untuk menghasilkan sebuah media pembelajaran informatika di SMPN 2 Ampek Angkek, persoalan ini berangkat bahwa dalam proses pembelajaran guru dalam menjelaskan materi ajar masih menggunakan media manual/non-komputerisasi seperti menggunakan buku dan papan tulis, ini berdampak pada suasana pembelajaran siswa merasa jenuh dan tidak fokus belajar. Oleh karena itu dibutuhkan media pembelajaran berbasis komputerisasi yang dapat digunakan selama proses pembelajaran. Model penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan kerangka kerja model pengembangan yang digunakan adalah 4D. Penelitian ini menghasilkan aplikasi media pembelajaran yang dapat digunakan oleh guru dan siswa dalam pengalaman tumbuh kembang berbasis aplikasi melalui android. Uji Validasi yang dilakukan oleh 4 ahli mendapatkan skor terakhir 0,8 dengan hasil valid, hasil dari uji praktikalitas dari 1 ahli mendapatkan skor terakhir 0,9 dengan kelas sangat tinggi dan hasil dari uji efektivitas item dari 15 peserta didik mendapatkan skor 0,8 dengan klasifikasi kelayakan tinggi.Dari hasil penelitian tersebut media  pembelajaran yang telah dirancang tersebut teruji kevalidan, kepraktisan dan keefektivitannya, dan aplikasi media pembelajarna ini dapat digunakan oleh guru dan siswa dalam proses pembelajaran informatika.
Perancangan Media Pembelajaran Berbasis Game Edukasi Menggunakan Construct 2 Yuditihwa, Adesia; Okra, Riri; Musril, Hari Antoni; Derta, Sarwo
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 2 No. 1 (2023): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v2i1.279

Abstract

The aim of this research is to create a useful and efficient educational game-based learning media in informatics learning using Construct 2 software. This research is based on the discovery of the informatics learning process in class VII at SMP N 2 Ampek Angkek that the media used by teachers is limited to printed books. Teachers still predominantly use the lecture method and have not utilized other learning media so that students often feel bored and sleepy during the learning process. As a result, many students did not understand the learning material during the semester. This research uses the Research and Development (R&D) method with a development model using the Hannafin and Peck approach, there are 4 stages of needs analysis, design, development and implementation. The results of this research found that educational game-based learning media in informatics subjects using construct 2 in Android format can be easily used by students as learning media to help the process of understanding teaching material. The product test carried out by the researchers produced an average score based on the validity test. The practicality test obtained an average score of 0.91 in the very high category, the effectiveness test obtained an average score of 0.87 in the high effectiveness category, and the validity test obtained an average score of 0.95. The findings from the research are that the media designed is very valid, practical and effective so that it can help students understand informatics learning material and make it easier for students to study anywhere without having to carry books, just use a smartphone. Abstrak Tujuan penelitian ini untuk menciptakan sebuah media pembelajaran berbasis game edukasi bermanfaat dan efisien dalam pembelajaran informatika menggunakan software Construct 2. Penelitian ini didasari temukan pada proses pembelajaran informatika di kelas VII di SMP N 2 Ampek Angkek bahwa media yang digunakan guru hanya sebatas buku cetak saja. Guru masih dominan menggunakan metode ceramah dan belum memanfaatkan media pembelajaran lain sehingga siswa sering merasa bosan dan ngantuk ketika proses pembelajaran berlangsung. Akibatnya banyak diantar siswa tersebut tidak memahami materi pembelajaran selama semester berlangsung. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan menggunakan pendekatan Hannafin dan Peck, terdapat 4 tahapan analisis kebutuhan, desain, pengembangan, dan implementasi. Hasil penelitian ini ditemukan bahwa media pembelajaran berbasis game edukasi pada mata pelajaran informatika menggunakan construct 2 dalam format android dapat digunakan dengan mudah siswa sebagai media pembelajaran dalam membantu proses pemahaman materi ajar. Uji produk yang dilakukan peneliti menghasilkan skor rata-rata berdasarkan uji validitas. Uji praktikalitas memperoleh skor rata-rata 0,91 dengan kategori sangat tinggi, uji efektivitas memperoleh skor rata-rata 0,87 dengan kategori efektivitas tinggi, dan uji validitas memperoleh skor rata-rata 0,95.  Temuan dari penelitian bahwa media yang dirancang sangat valid, praktis dan efektif sehingga dapat membantu siswa dalam memahami materi pembelajaran informatika dan memudahkan siswa dalam belajar dimana saja tanpa harus membawa buku cukup memanfaatkan smartphone.
Implementasi Opencart dalam Perancangan Sistem Promosi Karya Siswa Pada Mata Pelajaran Prakarya Termulo Mitrasyah, Aprian; Annas, Firdaus; Derta, Sarwo; Elin Yuspita, Yulifda
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 3 No. 1 (2024): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v3i1.282

Abstract

Student work in the form of innovations and crafts should be disseminated so as not to become an element of plagiarism for others. While at SMPN7 Bukittinggi student work is still stored manually in a cupboard, so student work is often home and not well maintained. The research aims to design a promotion system for the work of class VIII students in the subject of Crafts at SMPN 7 Bukittinggi so that it can be accessed publicly. The type of research conducted is using the R&D (Research And Development) method using the PPE (Planning, Production, Evaluation) development method. The results of this research are in the form of a website promotion system for student work that has been tested for validity of 0.89 in the “valid” category. The practicality of this system through teacher responses is 0.90 with the category “very practical”. The effectiveness of using the promotion system is 0.5 in the “medium” category. The contribution of this research can increase public access to student work in class VIII at SMPN 7 Bukittinggi so that it can be widely recognized. Abstrak Karya siswa dalam bentuk inovasi dan kerajinan seharusnya dapat disebarluaskan agar tidak menjadi unsur plagiat bagi yang lain. Sementara di SMPN7 Bukittinggi karya siswa masih disimpan secara manual dalam lemari, sehingga karya siswa sering rumah dan tidak terawatt dengan baik. Penelitian bertujuan merancang sistem promosi karya siswa kelas VIII pada mata pelajaran Prakarya di SMPN 7 Bukittinggi agar dapat diakses secara publik. Jenis penelitian yang dilakukan adalah menggunakan metode R&D (Research And Development) menggunakan metode pengembangan PPE (Planning, Production, Evaluation). Hasil peneleitian ini berupa sebuah website sistem promosi karya siswa yang telah teruji kevalidan sebesar 0,89 dengan kategori “valid”. Kepraktisan sistem ini melalui respon guru sebesar 0,90 dengan kategori “sangat praktis”. Keefektifan penggunaaan sistem promosi sebesar 0,5 dengan kategori “sedang”. Kontribusi penelitian ini dapat meningkatkan akses masyarakat luas terhadap karya siswa pada kelas VIII di SMPN 7 Bukittinggi sehingga dapat dikenal secara luas.
Co-Authors Adam, Edwar Adrian Putra Ahmad, Engla Sedugo Putri Alamsyah, Yudi Alif Maulidhani Amanda, Ryan Amir Salim Khairul Rijal ‎ Andika Permana, Surya Annas, Firdaus Arianda, M. Teguh Ashary, Mirfa Reza Aulia Rahim, Dini Ayuri, Arthi Candra Surya Chaliq Alwafi, Muhammad Cindiana Putri, Windy Dachi, Djulfikri Darsal Darmawati, Gusnita Darmawati, Gusnita Defrian, Fauzi Risna Dwi Putra, Roynerfa Efriyanti , Liza Efriyanti, Liza Efryanti, Liza Elbazs, Qadisa Awdidia Fajriah, Fenni Fakhira, Indah Naurah Fakhri, Muhammad Aulia Ferdian, Muhammad Arif Fitri, Hasanah Haddad, Najib Al Hafizah, Nurul Haikal, M. Hardiana Putri, Tiara Hargiani, Fransisca Xaveria Hari Antoni Musril Harni Haryati, Lina Husna, Rabbiatul Fadhilah Ilham Rosia Indra, Novia Insani, Chindy Rahmatul Irma, Widia Irsan, M Islami, Hafizah Jannah, Nur Syabillahtul Jasmienti Jasmienti, Jasmienti Khairuddin Khairuddin - Khairuddin Khairuddin Khairuddin Khairuddin Khairunnisa Khairunnisa Kubro, Khodijatul Liza Efriyanti Liza Efriyanti M. Dede Nanda Pratama M. Irfan M.T, Edryan Sulthan Maharani, Rathih Yulia Mai Randa, Viska Maisaroh, Suha Marsela, Mutiara Irce Muhammad Luthfi Muhiddinur Kamal Nandes, Fer Nasution, Ahmad Zulkarnain Nawani Harahap, Siska Niska, Reza Novel, Ismail Novianti , Elvina NurAfni NurAfni Nurleni Okra , Riri Okra Pasaribu, Rizky Handayani Pratama, Ridho Putra, Muhammad Ade Putri Adinda, Elza Putri, Nadiatul Qadisa awdidia Elbazs Qalbi, Rizky Wahyuni Qomaliah Harahap, Indah Raffiedi, Rahmattia Rafika Sani Rahayu, Eka Sri Rahma Sari, Artika Rahmah, Zakia Rahmi, Hayattul Ratna Anggraini Razi Alfarisy, Muhammad Resnawita Resnawita, Resnawita Retna Fitri Rezi, Muhamad Rezza Shafitri Anita Rifal, Abdul Riri Okra Rosani, Junita Rosia, Ilham Saidhi, Ridwan Salsabila, Ayunda Salsabila, Hanifa Sari, Lia Kartika Sari, Salsabila Sasti, Tiara ‎ Siregar, Annisa Fitri Siregar, Riski Ana Putri Suha Maisaroh Suhaila, Mia Amanda Supriadi Supriadi Supriadi Tanjung, Imam Dwi Jaya Tanjung, Rahmatin Nihmah Tasnim Rahmat, Tasnim Termulo Mitrasyah, Aprian Tri Agusti Farma Umul Aiman Vernanda, Lousia Wati , Irma Wibowo, Alfaruq Ersat Yuditihwa, Adesia Yulia Elsa Putri Yulifda Elin Yuspita Yurmanalis Yurmanalis Zakir, Supratman Zulhidayati Zulhidayati Zulmahendra